Virtual fit solution for apparel using 3D garment draping and visualization on personalized to a shopper avatars. Intel Capital pipeline company, part of Intel's Immersive Shopping Initiative. Technology being tested by top global sports apparel brands.
Director of Creative R&D
Real-time + interactivity - early VR/AR-like “interactive experience” prototypes using 3D camera sensors with realistic 3D characters. Virtual Tiger Woods interactivity at E3 2006. Real-time realism, facial capture for Fight Night at E3 2005.
Mission: Impossible 2
Research & Development
Applied real-time photogrammetric rendering techniques for 3D previz of downtown Sydney assisting with VFX shot planning. A precursor to Virtual Production pipelines common in visual effects today.
Bullet Time Technical Designer
Developed the Sci-Tech Academy Award winning image-based virtual cinematography pipeline for capturing real film sets and locations. The Bullet Time sequences captured people’s imagination and were crucial for The Matrix winning the 1999 Oscar for Best Visual Effects.
Led development of scalable garment digitization and visualization technology for quality 3D garments taking physical products into vivid 3D imagery. Realistic real-time rendering of branded apparel products. Successful virtual fit pilot with Hurley. Built multi-million business in mass customization powering visual configurators for custom team sports uniforms and shoes of world leading sports apparel brands.
The Matrix 2 & 3
VFX Technology Supervisor
Led the Sci-Tech Academy Award winning development of photoreal digital actors showcased in the Burly Brawl and Superpunch sequences in "The Matrix Reloaded" and "The Matrix Revolutions".
Steering a product and technology transition at a seed stage startup from volumetric capture for VR/AR entertainment to spatial collaboration and visualization applications targeting real estate business verticals.